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Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 02:57
by Colt556
I have a question, if any SL can set up a FOP (Forward Outpost) then wouldn't any SL just place it wherever they want, with no regard to the overall team? Essentially using them as personal rally/re-arm points for their squads? Is there any sort of counter-measures to prevent such abuse and lack of team-work in the absence of a Commander?
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 03:05
by RustyBandSaw
[R-DEV]coderedfox wrote:Any reason? Just curious
I'll throw in my point for this one, being:
- Placing a command post anywhere at any time could be (and was at times) abused, i.e. for getting a command truck into/on top of an inaccessible area. Another abuse could be moving it out into the middle of the battlefield for repairing/rearming armor, which removes the necessity for Engineers and is pretty much unrealistic.
- One more thing the commander needed to "build". This just reduces the "construction foreman" task for the commander once again.
Just to add...
What purpose does the command post truly serve? The only thing special I about it, is it's ability to repair vehicles, and spawn supply trucks. Why not have something more along the lines of a repair depot at main bases, or FOB's?
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 04:02
by agentscar
Nice changes.

Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 04:50
by isooth
I thought FH2 had a good mortar solution, why not do something similar?
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 06:12
by jozi02
Yeah, Spec Ops will be more usefull now

Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 07:32
by markonymous
sweet updates.
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 08:26
by Ecko
ironcomatose wrote:Thats kinda the idea i would think. To be able to set up hopefully well placed assets on the fly without all the hassle of dealing with a commander. Although
you still need a truck and good luck getting to competent hueys to set up a base.
Not really ^^. "Truck or 2 Supply crates".
Will be perfect for op archer (So many places are inaccessible to the truck.)
Of course get pilots to co-operate will be difficult.
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 09:59
by SuperTimo
isooth wrote:I thought FH2 had a good mortar solution, why not do something similar?
no AIX mortars FTW!!
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 11:19
by Ironcomatose
Ecko wrote:Not really ^^. "Truck or 2 Supply crates".
Will be perfect for op archer (So many places are inaccessible to the truck.)
Of course get pilots to co-operate will be difficult.
I know but thats why i said good luck finding two huey pilots

Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 11:34
by Evilhomer
gumball wrote:actually, that makes sense and that may be it, hmmm, can we get a wink?
thats a smily for you!
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 11:50
by Hotrod525
is it possible to have underground bunker ? something similar to that :

Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 12:13
by Boris.T.Spider
How about a deployable radar station (models already there) which puts air units within a certain range on the map, similar to the UAV from vanila. of course that would also put you on the map for any aircraft. SAM sites FTW
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 12:27
by marcoelnk
Boris.T.Spider wrote:How about a deployable radar station (models already there) which puts air units within a certain range on the map, similar to the UAV from vanila. of course that would also put you on the map for any aircraft. SAM sites FTW
wtf?
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 12:32
by Maxfragg
Hotrod525 wrote:is it possible to have underground bunker ? something similar to that :

no, defnatly not, as you can not go under the terrain
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 12:36
by General Dragosh
[R-CON]marcoelnk wrote:wtf?
Well he propably ment the radar only scans the air or just shows airplanes on the map... if he didnt ment that, than i mean that...

Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 12:44
by Boris.T.Spider
[R-CON]marcoelnk wrote:wtf?
Not sure which part your WTF'ing at but, as I recal from my old flight sims, active radars at SAM sites which give the SAM opperators some warning that that there is a jet aproaching are a dead give away for modern jets and fairly easy to avoid. It would essentialy be to deny sections of the map air support.
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 12:51
by Smegburt_funkledink
Some nice improvements DB, good work!
I feel that a vital and realistic asset is missing...
Jk/ wouldn't mind waiting till 1.0 tho.
On a serious note, the HMG's along with this new set of rules are fullbore!
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 12:57
by Reddish Red
I'm not too sure about #3, wouden't it lead to no one being no one as commander?
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 13:31
by arjan
Nice update! Heavy Machin Gun will rockz!
but i dislike the idea of not having a command post.
becouse command posts are an excellent target for an SF mission to slow down the enemies movement, and and i think its much more realistic with an command post, okay maybe not the current model, but maybe in another way.
Re: [Gameplay] Deployable Assets
Posted: 2008-06-19 14:24
by LekyIRL
I like the whole idea about there not needing to be a commander. Too many times have I seen people being forced to be commander just to get bunkers/firebases.